Splash DamageBlogAssault Container City in New Brink Gameplay Footage
Splash Damage Blog
Assault Container City in New Brink Gameplay Footage
Submitted by badman on Thu, 09/30/2010 - 15:52
Brink was playable at PAX last month, and if you didn't make it out to the event, the folks over at GameTrailers have you covered with some brand-new gameplay footage. Media Director Richard 'Fluffy_gIMp' Jolly plays through the opening stages of the Container City mission, breaking into Resistance territory as a member of Security. Better yet, it's all narrated by Creative Director Richard 'Rahdo' Ham and a very entertaining watch, especially if you've not yet had the chance to get your hands on the game.
You can catch the video via the embedded version below, or on GameTrailers.com in crisp HD.
Don't forget that Brink is also playable at Eurogamer Expo, which kicks off tomorrow!
125 Comments
ehrw
Woot wooot!
This looks freekin amazing for being in the alpha! The game mechanics is awesome and it looks like oh I can't even find the words.
Rahdo is awesome talking about it as usual and really makes us wanna play really bad.
Can't wait until I have this game in my hands and I really hope you'll have some testers for when the beta comes.
This game looks so promising!
Keep up the good work
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Posted on 30 September, 2010 - 15:54
Kinjal
The things I saw in video:
-No hip fire at all
-Totally console oriented gameplay ( I mean it’s a x-box version, not like ETQW port to console)
-small liner map
-from around 0:45-1:10 guy running and do nothing, having 1/30 of ammo and not reloading, for me its 100% noob sign, sorry.
-COD style of combat text( who kill who, headshots)
-A lot of ammo (medic have 30/90 )
-allmost full health revive
Very good video. Thanks.
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Posted on 30 September, 2010 - 16:18
porktoss
Game looks awesome but I'm worried about that bomb planting animation. The last part of it is frustratingly slow! I would think after its armed he would just slam the thing on the target but he is taking his sweet time.
Just a nitpick I know, but its something that bothers me in general: slow actions by people getting shot at. Anyway keep up the good work... I'm going to play the hell out of this for sure.
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Posted on 30 September, 2010 - 16:51
Nikto
i think it's with he reason he handles it so carefully, slamming it on might just cause it to explode.
you don't want to blow yourself up now, do you?
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Posted on 30 September, 2010 - 17:21
porktoss
Well its not like its old dynamite, people use things like C4 because its pretty safe to handle. From wikipedia: "C4 cannot be detonated by a gunshot or by dropping it onto a hard surface. It does not explode when lit on fire or exposed to microwave radiation."
All I can make out on the bomb is 'highly explosive' I'd definitely hesitate to carry any sort of breaching charge into battle that could detonate from putting it on a door fast.
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Posted on 30 September, 2010 - 18:31
BomBaKlaK
Looks so SLOWWWWW as hell ! !!!!! :/
There is only for console players !!! pc gamers have money to !!
waiting desperately some Real PC Footages ....... but maybe you dont care about the PC community anymore !!
Still make pc games ?
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Posted on 30 September, 2010 - 18:47
BomBaKlaK
and the weapon buff effect is really ...... ugly !
the golden weapon looks like an old disco ball really embarrassing to aim
flashing signals to turn left I think ? nope ?
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Posted on 30 September, 2010 - 19:06
Maawdawg
Wow, overreact much? one 5 minute gameplay video made you draw the conclusion that they don't care about the PC community? Step away from the panic button and chill out.
It is cam footage of Alpha build game demo, you shouldn't be expecting perfection.
:rolleyes:
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Posted on 30 September, 2010 - 19:15
coolstory
Nice footage, even though it felt slow cause bots are pretty .. bad. Would like to see how the pc version of the game plays, maybe record a in house game and let us all see it :D
Also for the damage increase, have it as a blue glow (quad dmg!) or red on resistance.
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Posted on 30 September, 2010 - 19:46
BomBaKlaK
since the start we have only console footage !!! so it's not a panic button stuff !
just a bit bored to see some console stuff again and again !!!! (like all the pc community I think !)
and SD says "ho yeah we are still a studio for pc gamers ! " so show it please !
make me hate console more and more every day !
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Posted on 30 September, 2010 - 19:48
channa
at 1:23 in this video i noticed i was in america playing brink and doing a very bad job at it. i am sure i wasnt at pax i think i would know about it :s
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Posted on 30 September, 2010 - 19:53
Seanza
Lol indeeeeed! Some noob trying to give you a bad name it seems :D
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Posted on 30 September, 2010 - 20:00
Nikto
if it's pc footage, they play with controllers aswell, they're hardcore pc-gamers, let them enjoy the controllers for a while :wink:
i believe they let people play on pc with xbox controllers in a game show, everyone thought they were playing on xbox, so i don't think it's that bad
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Posted on 30 September, 2010 - 21:05
tokamak
I think it's rather the complete lack of pc footage that makes drawing that conclusion reasonable.
And of course, it's not about console vs pc here, people would just love to see some mouse keyboard action. I don't understand why people are so hesitant about showing that as well, I mean, it would look way more fluid than with clunky controllers right? Better promotional material I'd say.
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Posted on 30 September, 2010 - 21:12
BioSnark
I see people getting knocked around after the charge goes off. No teamkills I suppose.
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Posted on 30 September, 2010 - 21:18
Nail
FF is off by default
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Posted on 30 September, 2010 - 21:35
3Suns
Looks good! The depth of gameplay is evident. Thanks for the vid!
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Posted on 30 September, 2010 - 21:49
3Suns
I have a question, Jolly changed classes from Engineer to Medic, did his turret disappear too, then? In BF:BC2, I was very surprised when I discovered that ammo and health stations, and anti-tank mines, for example, are persistent even if I change kits or classes.
Edit: The HUD is growing on me. ;) I like the XP counter with the half-faded zeros! NICE! Oh, baby. So sexy!
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Posted on 30 September, 2010 - 21:56
Zanchile
:D :D :D :D :D :D :D :D GAMEPLAAAAAAAAAAAAAAAYYY!!!!! *proceeds to tap dance*
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Posted on 30 September, 2010 - 22:00
tokamak
It seems rather natural for the turret to dissapear, otherwise everyone would almost be obliged to first go engineer deploy a turret and switch classes.
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Posted on 30 September, 2010 - 22:58
Slade05
I`m just from a nice ETQW match and you know what, compared to it, Brink here looks so slooooow.
And it`s not like ETQW in vanilla was especially fast either!
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Posted on 30 September, 2010 - 23:13
BrigandSk(A)
That's why I say PC users should have the ability to set their on rules since we pay for our dedicated servers.
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Posted on 30 September, 2010 - 23:16
BomBaKlaK
Yes it's a good idea ! some différent speed mod for différent players
and yes it look so SSSLLLOOOOWWWWWWW !!!! .................
I think even cod run faster ! :p
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Posted on 30 September, 2010 - 23:33
tokamak
As long as there's an official standard to protect the quality I'm fine.
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Posted on 30 September, 2010 - 23:35
light_sh4v0r
It looks allright, but not really as exciting as other videos we've been treated with before.
The sound recording was not so good I think, as the sound from the game was dull to me. And it looks slower than ETQW indeed, which is a shame.
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Posted on 1 October, 2010 - 00:05
tokamak
It appears this was still the medium body perspective.
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Posted on 1 October, 2010 - 00:07
Kinjal
U can change speed in mod, but u cant enlarge the map for it. If u boost the speed on a small map- bye bye balance.
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Posted on 1 October, 2010 - 00:08
3Suns
I agree, and that is why I was surprised to discover that there is persistence in BF:BC2. Yet, it isn't problematic in that game (though admittedly, an anti-tank mine is different from a turret).
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Posted on 1 October, 2010 - 01:47
Wraith
I hope it does and same thing with mines. Else everyone will start engineer; mine and turret everything then change to something else.
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Posted on 1 October, 2010 - 02:17
BioSnark
mines and turrets? everyone could go engineer and buff their guns then switch to med and up their health before going off and doing whatever they want.
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Posted on 1 October, 2010 - 02:50
Zanchile
i dont mind if deployables go away when you change class, i just hope they dont go away when you die.
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Posted on 1 October, 2010 - 02:59
LyndonL
I got the impression that the damage buff was time limited? If so that won't be a problem.
And people concerned about how "slow" planting the bomb is? Count it. 3-4 seconds, and behind a wall. If your team can't defend you in that circumstance you don't deserve to win.
My concern from that video was the second person he killed at the start - the ironsights weren't even on the enemy for most of the time that his (enemy's) health was dropping. I'm hoping that that is a consolification, cause if I play the game (on PC) and keep going down when some noob can't even aim at me I'm gonna rage like a mofo :tongue:
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Posted on 1 October, 2010 - 03:08
3Suns
I think that other friendlies were shooting at the enemy. When the enemy dies, "Group" XP is awarded. I would be amazed if you will get take down the enemy's health without actually shooting them. lol
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Posted on 1 October, 2010 - 03:49
3Suns
Some highlights/feedback:
00:22 Friendly health bars always visible even to non-medic class.
00:26 Enemy health bars visible when in gun sights.
00:27 Group scores for individual slaying? Is that assist points?
00:52 Sub Objective timer
01:06 Toss out ammo to individual players where they are as opposed to dropping an ammo station a la BF.
01:10 Reload timer circle
1:16 Incap HUD. Options: Medic revive or respawn. Info about Medics "en route" AND timer for respawning wave. You can choose to forgo respawning and wait for a medic, but then you may have to wait until next respawn wave if the medic fails to help you. Freedom to move camera and watch action through blurry lens - friendly health bars visible.
01:34 Circle timer for using syringe
01:48 Class change at command post is very simple and quick.
01:51 100XP just for choosing "Objective" (engineer) class, or was that the just the class most needed at the time?
02:20 Engineer buffs other class - increases their gun damage.
02:23 Self-buffing as engineer class (not limited to medic class) - increases damage.
03:06 Enemy lying on the ground presumably with syringe in hand, suddenly gets up and guns gamer down.
03:20 Medic distress call answered "1" medic en route - indicated in incap HUD.
03:56 Enemy recieves ammo? Green bubbles for ammo? Orange bubbles for engineer damage buff? Also, as opposed to the passive health and ammo stations in BF:BC2, all buffing in Brink is diliberate, "aimed" and must be chosen by the buffer.
04:25 Finishing off incapped player? (also at 04:02)
04:32 Self-buffing Medic, increases health bar.
General impressions of the HUD - it provides TONS of info. Timers, counters, indicators for seemingly everything possible, certainly everything relevant. Circle timer for syringe, turret construction etc. is cool.
For beginners, the big flashing circles indicating friendlies who need ammo (e.g., 00:58) will be helpful, but once we are familiar with the game, I would hope that we could "tone it down" a bit. Just the simple blue "X" indicating possible action will be plenty once we are familiar with the game.
The bottom right corner gun icons etc, should have greater transparency, and the icons should be smaller in my opinion.
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Posted on 1 October, 2010 - 03:50
TinMan
You missed right near the start, where a 'somename buffed your Sprinting Speed', it seemed to be from a medic.
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Posted on 1 October, 2010 - 04:36
Auzner
Great! I'd like to see even more gameplay videos with or without narration.
Watching it again at slower playback speed with VLC so I can get all the details of ever scene.
"Qureshi buffed your Sprinting Speed" and it has a slippers icon. I really appreciate the icon styling. Simple white and transparency shows that less is more. It also just keeps the interface from looking cluttered and can be stored as a simple vector or small size texture. Before color LCDs we had passive matrix displays like on gameboys and the first blackberries. Those were pretty much limited to simplistic "two color" icons which is what this reminds me of.
Some of the newbie interface stuff I don't care for is the text popping up all over suggesting how to play your class. “Give ammo to him, and him, and him too!” Hopefully that can go away like in L4D. Though I still kept L4D's on since it was the only way you could tell who startled the witch or triggered a car alarm.
The finger massage done on the explosive's touch screen doesn't really match the keypad. I wonder if a touchscreen is really a practical interface for that kind of thing? I mean it's probably not so durable and if it breaks in any way you can't rewire a switch at all. 7-seg displays and physical buttons would have been cooler. Also another thing I noticed is that you can see the transition jump where the explosive ceases to be an equipped item and is deleted then transplanted into the map as an added object.
This video would have been more interesting if the people who were playing knew what they were doing. Watching that medic just run by at first brings back painful memories of clueless players in ET. Also someone could have escorted the robot from the start instead of doing it after the explosion.
I really hate the glowing gun to represent a buffed gun. Is that so every friend and foe can know about it? If not I'd rather it just be an indiscreet icon somewhere. When I get very used to a game I eventully turn draw weapons off if it's allowed. The animations they make are actually kind of distracting.
It looks like XP for hits and kills is extremely low. 100 XP for doing a class action and then 10-20 for a kill next to the team and objective? Or is that per hit? It seemed too low though. I know the point is to not go out on your own but even next to the group and the objective?
I'm not sure about the game's pacing. It only seems slow paced because everyone playing is a rookie. There were plenty of moments where others could be shooting at each other but they don't notice or couldn't aim in time. The pace may be just right actually. I don't care for iron sights but hopefully hip fire can be practiced enough to generally ignore them.
Everything else in the video is more good visual confirmation of things I've read about and saw previews of. I'd really like to see how an 8v8 match starts out when everyone is joining up and how initial choices are made.
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Posted on 1 October, 2010 - 06:13
Kebyh
Nice to see some gameplay with great commentary!!!
However i'm a little disapointed by movement speed which is really slow imho, the map size which seems really small and may be... a little bit too much "glow" in some places :)
But other than that it looks great and i can't wait to get my hands on it !!!!
I really hope SD will release more gameplay and maybe a "from the sky" snapshot of container city.
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Posted on 1 October, 2010 - 06:26
abnorm
n1 vid but would like to see a pc footage next.
I still hope for strafejumping movement to get fast on the front on the pc version.
If not hopefully it can be activated it a mod.
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Posted on 1 October, 2010 - 06:35
3Suns
I suspect that as Auzner suggests, the game "speed" will increase as people who actually know what they are doing start to play the thing.
Imagine watching a room full of TF2 gamers who don't know the map and don't know how to rocket jump, or buff etc. etc. That is what this is. It seems to me that when skilled people start playing this competitively, you will hardly be able to keep up. I cannot wait to see what the comps do with this game. I can't wait to play it!
Brink oozes developer FPS experience and love.
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Posted on 1 October, 2010 - 07:45
Seyu
I found the gameplay itself to be slow rather than the movement speed of players and like 3suns said it may have been because the players were greenhorns or maybe they wanted to help the viewers make sense of what was going on.
Edit: And no auras, yus! (The teams appeared blue and red, though, is that because of their customization or an improvement of the blue/red silhouettes?
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Posted on 1 October, 2010 - 09:26
tokamak
On the PC that would still be mayhem.
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Posted on 1 October, 2010 - 09:45
3Suns
Only in the rooms modified to host 32+ players. Remember, when the game was released, it was 11 per side max, even on the PC. All those mayhem rooms, even now, are 24+ player rooms. Can you imagine how empty and boring a 6v6 match (the competitive team sizes) would be if the players were all noobs? They might not even run into an enemy for 5 minutes.
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Posted on 1 October, 2010 - 11:15
tokamak
Still, a pc gamer doesn't need to know the map in order to be familiar with the basic mechanics. In every shooter I can instantly dive in and be a decent player.
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Posted on 1 October, 2010 - 12:41
.Chris.
Whats with all the glowing stuff?
I can't say I enjoyed watching that video much, something just didn't feel right about the whole presentation.
Will have to give it another look when back at home with sound :)
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Posted on 1 October, 2010 - 13:09
tokamak
H0RSE is going to town on all the dissidents in the replies. Haha.
@Chris I wouldn't worry to much about the glow. It's likely that you can adjust the post-processing.
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Posted on 1 October, 2010 - 13:17
amazinglarry
I personally wasn't a fan of the particular narration. "Now that guy is gonna be on the lookout to help Jolly because he's helped him so much!" - It's a fine thought... but clearly Richard has never played ET or QW lol. I kid... I kid. But the narration was cringe-worthy at times.
A couple of thoughts:
- I wasn't a fan of the glowing 'upgraded' weapon. It wasn't so much distracting as it was annoying. I dunno, maybe I'm being redundant but I wasn't a fan. Even like some 'add-on' to the weapon would have been more appropriate I think - as opposed to smearing glowstick goo all over it.
- The bomb planting animation. I can understand what one of the earlier posters meant by it being slow. He simply means that after the guy rattles off a 32 number code with his fingers in 0.2 seconds to arm it, he takes his sweet time actually putting the device on the gate. There is obviously a sense of urgency during the arming of the device, so why not while actually planting it on the gate? Slam that shiz on there!
- I noticed part of the bomb arming animation, his fingers occasionally would hit the left side of the screen where there didn't seem to be any kind of 'interactive' button to hit? Maybe I overlooked something though.
- The engineer turret planting was a bit odd. At first when I was watching it I thought it was some really weird 3rd person view that set your character has a green blurred mess of a blob. Maybe it was the high level of 'bloom' effect, but I was confused by it. I think just the regular green transparency like in QW would be more appropriate?
- I'm interested if when we see some PC action, we'll see people unintentionally doing parkour, especially if the SMART button is really the sprint button. I can see it now - people attempting to strafe-jump are constantly home-plate sliding across the map or others sprinting near walls and turning around quickly or looking up to scan for players accidentally start climbing random things. I only call out the PC version in this regard because of the mouse look speed increase over usual console controls.
- Otherwise, I'm even more excited for this game. I sent the video to everyone I knew who at one point played FPS's in hopes to hype them up a bit further (with certain narration disclaimers of course). 2011 can't come soon enough!
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Posted on 1 October, 2010 - 15:33
DouglasDanger
The glowing gun looks bad, and the sort of outline thing around the players looks silly. both of these things obscure the game visual style, which is one of the big draws of the game.
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Posted on 1 October, 2010 - 15:57
potkettleblack
Thanks for the vid beth/sd. Good stuff :)
Good:
- The buff notifications from the enemy
- The revive system
- The commentary - well most of it ;)
- The kill log
- The inclusion of speed buffs
- The graphics
Bad:
- The dude playing the game.
- The plant system.
Ugly:
- The overall speed, I nearly fell asleep
- The lack of risk involved in handing out ammo and health.
- The saturation when someone is on low health.
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Posted on 1 October, 2010 - 16:18
3Suns
Several people have commented on the time and nature of the bombing animation.
I think the duration is appropriate - risk and danger is a good thing.
The animation itself is not realistic/accurate, but I like the cartoon-y style and I think it fits with overall art design. I would be very surprised if it was not intentional.
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Posted on 1 October, 2010 - 21:53
LyndonL
+1.
As I said, if you can't get something planted in 4 seconds you have a very crap team and are crap yourself. Clear the room of enemies before attempting the objective. Duh.
And I agree, once again, in the heat of the moment when playing, are you REALLY going to be focusing on the fact that the guys finger doesn't exactly press a button when you're focus SHOULD be on who's coming around the corner. I bet a lot of you will use the third person view when attempting objectives anyway, so it becomes a moot point.
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Posted on 2 October, 2010 - 04:17
SockDog
Nice to see the game coming along, overjoyed to see the environment animating (no moon lander flags in Brink!). My two critiques.
1) It does look a bit slow. I hope this is low FOV coupled with a console slowdown. SMART also seemed a bit slow compared to other games where you'd have just double jumped up those boxes. :/
2) I may have missed it but did Jolly really not use the (paraphrasing) "so easy to use, it's just a tap, critical to communication between players, gives bonus xp" mission system when he was a medic?
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Posted on 2 October, 2010 - 05:16
Auzner
This seems true. Maybe the hitboxes haven't been perfected yet. 3Suns' guess is valid too because Brink's XP system sounds elaborate enough to have things like that.
Since it's being reiterated, I actually pointed that out. But I don't think they had intent to make the video "slow but interesting". They were just figuring things out as they played. The pace is probably fine. If you were sitting there playing it for the first time it would seem overwhelming at first. Wolf ET has the same effect on me if I stop playing for 6 months and then try it out again. Everything is way too fast and I have to spend hours adapting to it. Everyone in this game is someone who stood in line for it at PAX so they've never played it before. They also didn't have to have any qualifications whatsoever so some of them probably don't even play shooters. The video gives a misleading pace.
It's a transparent green textured mesh with bloom. A green outline to help you position it. The blob you saw was probably from the video compression.
I believe it may have been pointed out somewhere that this is from a camera? All the color and contrast is pretty muted. The animation isn't totally fluid so I don't think this was captured but actually video recorded with a camera. Whatever was being displayed on a monitor was recorded by a camera for simplicity I guess. When that is done there is major quality loss and glowing things will look even more glowy. If not, it's still very compressed.
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Posted on 2 October, 2010 - 13:15
potkettleblack
Couple of things i noticed having watched it a couple more times... there was the ridiculous amount of 'nade shooting' kills in the kill log.
Im all for having things like that, as long as it takes a decent amount of skill.
Otherwise it will be considered a cheap kill, and nerds will rage!
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Posted on 2 October, 2010 - 18:16
Cankor
yeah, I'm a little worried about that too, as well as the possibility of misinterpretation of context when using tools (since one button apparently handles all class actions).
Good catch. I think it's totally unrealistic to think anyone is going to take time to select a mission in the middle of combat. SD apparently hasn't learned yet that you can't force less than optimum behaviour on a player (even by "bribing" them with XP) just because they think it will make the game better (i.e. notifying the other players that a medic is on the way). Even if I'm away from the action and it's easy for me to pick revive player as a mission, what if there's 4 guys down? Do I have to pick between them and only one gets the message? Do they all get the message, or all within a certain distance of the guy I picked to revive in the mission? The revive mission to notify the guy is a nice thought, and it would be cool if they make it work (didn't work in ETQW)... or they could just turn on VOIP by default.
Hopefully the XP reward is the same whether you pick the mission or not, so long as you revive the guy you did your job. Also, did anyone notice, does the XP award kick in when you throw the guy the syringe or when he actually rezes himself? I'm guessing when he gets it, if he chooses not to revive or gets gibbed afterwards not your fault....
edit: watched it again. He got 100XP for reviving the guy. Picking the revive mission is only worth 2XP (and it had one players name so I guess it picks the closest where someone already hasn't selected a mission to rvive him). So I guess who cares if you get it or not.
There seems to be a huge difference between XP for class based actions and kills, which should be a great encouragement for team play. It will be interesting to see how much XP the operative gets for his missions since there will probably be fewer opportunities.
************
Separate topic: Someone please point out where the pips are and how they are being used up as buffs are handed out and so forth. Is it the thing in the lower left corner ... what is that thing, a gamepad's D buttons? It looked like it changed when buffing or reviving. I expected something like a power bar divided into sections...
edit: OK, I see them now, there is a power meter around the perimter of that D-pad thing (if that's what it is).
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Posted on 3 October, 2010 - 00:55
potkettleblack
My guess is, that another way around it would be to point your cursor at the incapped player, and then double tap the mission menu to tell that player that youre going to rev him.
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Posted on 3 October, 2010 - 01:22
Cankor
Looks like you get 100XP for throwing the syringe to the guy, and another 100 when he actually uses it, and maybe even more than that because it was hard to tell but when he was revived his health was boosted and it looked like he got XP for that at the same time?
Also XP health boosts and Ammo boosts look to be dependent on how much health or Ammo the guy needs (which could probably go without saying but interesting to see it in action).
It's going to be interetsing to see how they balance the XP (I'm sure these are changing all the time right now) to keep one class from being the favourite because it's easier to get XP in that class. For instance, when you need more medics and less soldiers (because the gate is already blown), if there are fewer opportunities to get XP from handing out ammo their will be fewer soldiers. So they could use this mechanic to encourage a proper balance of classes. (If there was a sniper I think we'd be seeing fewer of them :)
Lots to think about in that respect.
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Posted on 3 October, 2010 - 01:32
longbow
It's an Alpha version right? so a few bugs are to be expected, and even this one seems pretty minor.
I'm sure there will be an option to turn it off somewhere.
Are you talking about when he was a Soldier, Medic, or Engineer? Because the Soldier was getting 60ish points per kill, while the other two were getting substantially less. Also i belive that the experience you get for buffs, heals, kills, ect. are calculated by your class, distance form objective, and distance from teammates. Finally, as this is still an Alpha version the EXP values for actions are probably still subject to change.
I hate you.
We probably won't know that until the game comes out.
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Posted on 3 October, 2010 - 05:08
SockDog
@Cankor
I'm of the thinking that stuff like Mission Selection and XP sounds fantastic on paper and swiftly turns into a flustercluck when people actually use it. If SD, after months of testing, are skipping the mission selection then that says to me it's unnecessary except to augment the XP and radio chatter parts of the game.
I've no doubt it'll be a huge improvement over that of ETQWs and I love the idea of it telling you clearly when you're down that someone is coming (their distance/s would be nice and if they die enroute more so). Just not convinced it will be enough improvement to make it worth using and seeing SD not use it doesn't help. :)
Of course, the mission system might just be flaky right now and they're not using it because of that. :)
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Posted on 3 October, 2010 - 07:38
Auzner
Iron sights take up more of the screen. I said I like having that crap turned off. Also I don't like having to press another button to take aim. Wolf ET and L4D don't have this.
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Posted on 3 October, 2010 - 09:14
tokamak
Having part of the screen obscured by ironsights is part of the balance.
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Posted on 3 October, 2010 - 15:44
light_sh4v0r
I think the decreased mousespeed is enough balance on its own.
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Posted on 3 October, 2010 - 15:49
Cankor
yep, we're on the same page as far as the mission system goes. Even one extra step people won't do in the heat of battle. It's unlrealistic to think they will. That's why i'm kind of glad to see the additional award for choosing the mission si so small (2XP). Of couse that could just be a placeholder until they work it out. having the auto-chatter would have been brilliant in the days before VOIP, as it is now it's not nearly as important.
Of course, the other thing the mission system does (I *think*), is give you a path towards the objective you've chosen. So that will be an encuragement and another reason to use it. So maybe when you add them all up the mission selection starts to become more compelling.
It's possible that they are actually awarding more XP to kills depending on your class. For instance, as a soldier, your primary role would be to kill other players, whereas as a medic your primary role would be to heal and revive. So the medic may get lots of XP for reving and healing and less for killing (compared to the soldier).
The soilder can of course augment his XP by handing out ammo, but that's not necessarily his "primary" role. If the ammo awards are on a par with the health awards, the soldier will fall behind compared to the medic in the XP awards becasue the medic gets tons for reviving. So possibly the counter to that is more for kills.
I actually suggested something like this a couple years back when I wrote a post on the old ETQW forums titled something like "an XP system which encourages team based behaviour". So to me, if this is what is happening, it makes lots of sense.
Of course, it could also just be we're seeing the mechanic where the closer you are to the objective the more XP you get for kills, as well as the other parts hinted at where killing/reviving the important guys count more.
It does seem like SD has taken the whole thing to heart about using XP to reward team based play, much much more than anyone has done before.
SD seems to be setting new bars all over the place with this game:
1. SMART
2. XP awards which *really* encouarge team play.
3. A better melee system (knockdown first then kill insetad of stupid insta-kill).
4. Single/Multi-player lines blurred.
5. Player customizations (although I don't particularly care about that it seems that lots of people do).
etc.
Add all this to SD's already perfected objective style gameplay and a focus towards making the console verison as good as the PC version (which didn't happen in ETQW) and we have the makings for a game that will show all the COD and BF players what they've been missing all these years by not spending the time to learn how to play ETQW :) I'm kind of tired hearing console mags talk about the "brilliant" rush mode in Bad Company 2 when in fact it's just a partial implementation of what SD has been doing since day 1.
The SD guys have deserved to get rich far more than the guys at infinity ward, so maybe now it will finally happen (although I have no idea as the developer if they get a percentage of the profits or if it all goes to the publisher for taking the risk?).
OK, yeah, color me a fan boy.
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Posted on 3 October, 2010 - 19:53
tokamak
How would you know? You can't possibly know the spread reduction already.
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Posted on 3 October, 2010 - 22:25
BioSnark
Aren't you both talking about balance?
(without having played the game)
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Posted on 3 October, 2010 - 22:57
Nikto
Qureshi, the guy who gave the speed buff, is a medic.
you can see a cross next to his name if you look carefully ;)
edit: and you can't be killed, only taken down, when you have the ability wich allows you to still fire i expect they can shoot you again so you lose it (95% certain)
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Posted on 4 October, 2010 - 01:06
LyndonL
The first thing I thought of when I saw that was they are trying to discourage rambo medics etc...
Medics can't get to the top of the (XP) scoreboard by shooting, they are forced to do their role if they want the points.
Forcing this is even more important with the addition of self revive.
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Posted on 4 October, 2010 - 06:16
tokamak
Yeah, but there's a difference between saying that limited vision can be part of the balance and saying a certain factor is 'enough'.
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Posted on 4 October, 2010 - 16:57
light_sh4v0r
That remark was 'in general'. ETQWpro for instance has the option to turn off your gunmodel only when scoping. I really like that feature, but it doesn't unbalance scoping. If you scope in when you shouldn't, you're still in trouble because you can't twitch your aim fast enough when someone is jumping around you.
You're right though, I can't draw any conclusions about Brink yet, was just expressing my experiences with previous games.
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Posted on 4 October, 2010 - 20:32
badfish4444
Wow, I never realized how many gamers are just whiney complainers. "Oh take off iron sites or I won't buy the game". How about this, don't use them and what the hell is with this PC gamer vs console? Who gives a crap? Everyone on this demo had the "medium" body type. The leaner build will be faster and the heavy will me slower. If you want another W:ET or Quake wars just go play them and stop hammering SD for creating a game that caters to more than one type of person.
I mean come on. They have been given a multi-million dollar (pound) budget and they have to make that money back by sales. Yes, that's right, sales is what fuels EVERYTHING in the world. If sales are bad then no more games and SD goes under.
Brink looks great, it has it's own unique twist on things and most people like the iron sites for immersion. Last I checked video games were made to be fun before anything else. If you want to go dick joust with some dudes by all means proceed outside, but leave it off here.
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Posted on 6 October, 2010 - 01:21
potkettleblack
Thanks for the awesome input.
I certainly was unaware that one of the purposes of developing a game, was to make a profit.
I would shake your hand if I could, to thank you for that brilliant insight.
Thats all I wanted to add. Please continue, whinging about the whingers.
<3 potkettleblack
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Posted on 6 October, 2010 - 01:51
H0RSE
First off, you do realize you are posting on the SD forums, not just some general gaming forum....many of the members here love SD for the brilliant job SD has done with their previous games, and seeing that they are making a new title (Brink) they just want to see that same greatness they loved in W:ET and QW appear in Brink.
About the ironsight issue - previous SD games either had no ironsights or if they did, there wasn't a heavy focus on using them. One of the key draws to their games were fast, run and gun action, involving anything from crouching, sprinting, strafe-jumping, etc. - stopping to use your ironsights every 20 seconds kinda kills the atmosphere in that department. It would be like if Infinity Ward released a new COD and removed ironsights - you would see similar backlash.
Having ironsights in a game isn't whats bad - having it so not using them puts you a great disadvantage, is what's bad. If a game has the option to hip fire or use sights, then each option should be a viable choice. But games like BC2 and MW2 seem to think otherwise, making it so you pretty much have to use ironsights to hit anything outside of spitting distance - it's not always as simple as "don't use them if you don't like them."
Also, your talk about "sales fuels everything" is irrelevant, seeing that the inclusion of ironsights is obviously off-putting to members of the community. Basically, your rant reads like, "since the majority of their market (console gamers) like having ironsights, let's put them in and screw the rest."
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Posted on 6 October, 2010 - 01:59
Cankor
yeah, it's pretty much the same thing. If you encourage the medic to fullfill his intended role (healing and rezzing his team mates) you are automatically discouraging him from going rambo all the time.
So if you are into killing you would choose a class who's role revolves around that aspect (soldier). Using that same logic it would make sense to give operatives a bunch of XP for killing other operatives, since they are the ones who can seek them out. Maybe there's a mechanic where they "spot" them, and if they are subsequently killed they get an XP boost.
They actually did something similar in ETQW, but it was just more subtle. For instance, the field ops gets more XP for killing stuff with artillery than otherwise (it was hard to figure out though because damage amounts varied depending on what you were using). I might have this screwed up but thats how I remember it anyway (most of my research was lost when Activision shut down the forums).
All this is of course guesswork because we don't know right now if they actually do give more (or less) XP for kills based on your class. Like I said, it makes perfect sense to me if they do it that way. Judging by past responses to XP questions (in ETQW) I suspect we won't be told. Not sure I understand the logic of that other than that it's obviously still subject to change at this point. Hopefully we will get more info on Brink XP awards than was given out for ETQW ... shouldn't be hard to top "virtually nothing" :)
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Posted on 6 October, 2010 - 03:27
Reanimator
No Iron sights in TF2 yet that is one of the most popular shooters ever.
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Posted on 6 October, 2010 - 04:26
longbow
On computer yes, TF2 is one of the most popular games, but not on console, where Iron sights reign supreme. Here's my view:
Iron sights are in Brink. They have been seen in almost all recent demos so yws they will be there. Since they are in they must be more accurate(aka have less bullet spread/recoil) than hip firing, otherwise they are 100% useless. The key is to tune the two firing modes to a point where the increased accuracy of iron sights is countered by the increased maneuverability of hip firing. When/if this happens the two will be balanced and the choice of which firing mode to use is up to user preference and situational necessity.
Personally i think the sweet spot is to reduced movement speed by 30-50% (depends on weapon) with iron sights, and increase recoil 40-60% (also depends on gun) while hip firing. In this way realism is maintained along with the ability to play either style.
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Posted on 6 October, 2010 - 05:13
H0RSE
I remember Rahdo said one of the reasons for having ironsights was simply, "because people are used to using them."
The spread/recoil in Brink will be significantly less, compared to other ironsight games.
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Posted on 6 October, 2010 - 05:32
Nikto
i like iron sights, i like them a lot, first game i played without them, i didn't really like it...
could be just me, but i find it hard to hit someone that's a distance away, of wich you can only see a head, while you can't pinpoint exactly where you want to shoot...
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Posted on 6 October, 2010 - 12:33
tokamak
I would hate to see the Brink firefights to become as shallow as in TF2.
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Posted on 6 October, 2010 - 13:45
BioSnark
or quake live :)
regarding iron sights on consoles, did halo have them? I always thought it didn't.
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Posted on 6 October, 2010 - 14:58
Nikto
i doubt they did, wich is probably why people complained it took so many bullets to take someone down. it's a spray n pray series if ever i saw one^^
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Posted on 6 October, 2010 - 17:30
tokamak
I never understood the appeal of Halo anyway. The first version was a graphical breakthrough on consoles, okay, but they keep selling the same old dated **** right to this day. It's ridiculous.
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Posted on 6 October, 2010 - 18:10
Wraith
Well that because everyone has shields.
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Posted on 6 October, 2010 - 19:23
H0RSE
exactly - why would your aim be compromised for "spaying and praying" in a game where there is no other option....
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Posted on 6 October, 2010 - 22:22
Nikto
cod pulls it off aswell...
the most popular series are those who keep selling the same [censored] :)
as for those shields, i don't really understand why there are shields... especially in multiplayer
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Posted on 7 October, 2010 - 00:12
DarkangelUK
The shields are part of the story/universe, continuity wouldn't work without them. ODST didn't have them, as the Shock Troopers don't have Spartan Mjolnir armour.
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Posted on 7 October, 2010 - 01:09
Kinjal
1-Bot for escort
2-Gates to destroy
3-Crane
4-Objective
5-helicopter
he he :DReply to this comment
Posted on 7 October, 2010 - 01:52
KnollDark
The reason why people like halo is the slight tweaks in multiplayer (headhunter anyone?) that give you the same feel along with the single player having good storylines (halo 2, halo 3, and halo odst were 4/5 on storylines i'll give you that) I'm only halfway into the story of Reach and already going into "full auto zoning out" mode
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Posted on 7 October, 2010 - 02:18
KnollDark
holy **** that looks accurate (GJ) but i don't remember there being a helicopter in the videos that i've seen
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Posted on 7 October, 2010 - 02:22
Cankor
I think they nailed the sweetspot pretty well in ETQW. Iron sites are usefull but not required at medium range, pretty much required at long range, and cumbersome at close range. Medium range you sort of have the option to go either way depending on the situation.
Don't forget there are also all kinds of weapons, so there is opportunity to make weapons to cator to different players desires. Make a weapon that is more accurate when ironsited but sucks donkey balls when hip shooting (especially while moving) for the CoD guys, and make another which is slightly less accurate when iron sighting but still decent when hip shooting for the guys that like to run and gun.
My guess is pretty soon you will see all the CoD guys dropping their guns in favor of the run and gun versions as they figure out how important movement is. This is of course assuming the game isn't slowed down to typical console speeds (which would make me cry).
I wonder if gun selection still plays a role in movement speed or if it is now just 100% body type? I guess the advantage of being a big slow guy is if you pick up a rocket launcher at least it doesn't slow you down even more? So do you move faster with your pistol out than you do with your rocket launcher out or not?
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Posted on 7 October, 2010 - 04:15
H0RSE
The thing I couldn't stand about ironsights in QW, was that they were set to a toggle - you had to hit the button a second time to disengage them, rather then just hold it down to use them, and let go when you're done.
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Posted on 7 October, 2010 - 06:02
Nail
a large number of people like toggles, they make things easier
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Posted on 7 October, 2010 - 06:22
LyndonL
That's why it's brilliant to have 2 different key binds: one for toggly and one for instantaneous.
Then you can bind which ever way you prefer.
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Posted on 7 October, 2010 - 07:18
H0RSE
I looked up how to setup binds or scripts to remove the toggle of the ironsights, and basically found it was hard to impossible to do.
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Posted on 7 October, 2010 - 08:47
LyndonL
No I meant when games give you the options in their binding section.
Most games these days give you the option to either toggle or instantaneous selection in the key setup page.
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Posted on 7 October, 2010 - 10:03
Kinjal
Last stage of the map, u need to deliver objective to helicopter, u can see it in map tutorial video.
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Posted on 7 October, 2010 - 11:46
brbrbr
thats why im bind BOTH of then to my 9-keys-eq'd mouse[sadly , i fnally ruin trackpad-based variant[disappeared from sales] of it :-/]
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Posted on 7 October, 2010 - 11:51
Wraith
I like the map. Are there more flanking routes? It hard to tell from this angle.
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Posted on 7 October, 2010 - 15:11
Apples
The way it works on Q3 qlive ;)
I still found it more "natural" to use in toggle tho, holding 2 keys at once is a bit harsh imo if you want to keep your tracking good.
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Posted on 8 October, 2010 - 01:30
Cankor
yeah, you really should have the option to use a toggle or a hold key. In ETQW Crouch is press and hold, Ironsites is a toggle, and for sprint they give you the option to do it either way. I happen to like crouch on press and hold and iron sites on toggle, but maybe that's just because it's what I'm used too. No need to discuss prone since it won't be avaialble.
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Posted on 8 October, 2010 - 02:03
Kinjal
Yes and a lot of. From objective to helicopter short cut, for example .
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Posted on 8 October, 2010 - 02:08
Wraith
Nice got to be able to flank.
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Posted on 8 October, 2010 - 02:22
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